Download progress using SFML's HTTP class? - c++

So I'm wondering what is a good way of getting the progress of a download when using SFML's HTTP Class / using HTTP in general. The only way I've thought of being able to do it is using tons of ranged GET requests in a separate thread, but that ofc makes the download take much longer with all the requests and all.
Any ideas?

You can't. If you want progress information, you should either implement it yourself (not recommended) or use another library for networking.
From the documentation of sf::Http::sendRequest:
Warning: this function waits for the server's response and may not return instantly; use a thread if you don't want to block your application, or use a timeout to limit the time to wait.
In other words, it's a blocking method that return only on timeout or completion (success or error).
Maybe have a look at libcurl, cpp-netlib or maybe some other libraries.

Related

How to wait for a value with timeout

I have a client/server program written in C++. I want to check the client response (an attribute of a C++ object) through a command send by the server, with a timeout if no response.
I am waiting for an expected value during some seconds. If the expected value is not observed, I need to return with a timeout. I was thinking about a thread and a poll to check the expected value in an specific time interval.
I wonder if C++11/14 features - std::promise, std::future, std::condition_variable or something else - can do it more easily for this case. The inconvenient i see about it is that i have to notice each changing value with a notify.
Well, i need some advice.
None of the C++ language features you mentioned can help in your scenario, because they are intended for interaction within a single running program - which may be multi-threaded, but not separated into two completely independent processes.
However, the networking library you are using (on the server side) might possibly have convenience facilities for doing this.
I realize this is a general and somewhat vague answer, but your question was also not very specific.
How to wait for a value with timeout
Within a process, one would typically use a condition variable.
I want to check the client response ... through a command send by the server
There is no standard way to communicate between processes in C++ (unless you count interaction with filesystem). As such, there is also no standard way to enforce a timeout on such communication.
Before you can know how to implement the timeout, you must figure out how you are going to communicate between the client and the server. That choice will be affected by what system you are targeting, so you should first figure that out.
If you are on a Linux environment you can try rpcgen and play with .x flies but you’ll have to study it a bit. Not sure for Windows env. Also you can use Dbus which is more intuitive.
[edit] Dbus or probably libdbus for you is an IPC cross platform toolkit or library that can fit your need. RPCGEN is an old tool that does the same thing but more complicated. I don’t have a snippet, I apologize but you can search for “qt dbus example”.
About the first requirement, server waits for a response with a timeout.
Have you tried select() or poll(). They can help us to monitor the socket connection between server and client in a period.
Or we can use signal() and alarm(), to check the response after a few seconds.
In Bekerley API, combine setsockopt() with SO_RCVTIMEO, SO_SNDTIMEO can also set the timeout for the request.
I'm not sure about the library you are implementing, but I hope it has any similar functions.
The second requirement, you are waiting for expected value for a duration.
I think condition variable is a good solution for this.
Why not using boost::thread with a timed_join?
boost::thread server_thread(::server_checker_method, arg1, arg2, arg3);
if (server_thread.timed_join(boost::posix_time::milliseconds(1000))) // wait for 1s
{
// Expected value found in the server in less than 1s
}
else
{
// Checking expected value took more than 1s, timeout !!!
}
You can put your checking mechanism in the server_checker_method and return if the expected values are OK. Otherwise, iterate over the loop until the timeout reaches.

Limit number of CFHTTP requests sent every x seconds

I'm making an application that will continually send CFHTTP requests to a server to search for items, as well as sending further CFHTTP requests to perform actions on any returned results.
The issue I'm having is that the server has a maximum threshold of 3 requests per second and even when I try to implement a sleep call every 4 milliseconds it doesn't work properly as, although it delays, the CFHTTP requests can queue up if it takes them a couple of seconds to return so that it then tries to send multiple in the same second triggering the threshold to be exceeded.
Is there a way I can ensure that there are never more than 3 active CFHTTP requests?
I think you are going to need to implement some sort of logging widget as part of your process. The log will keep track of request frequency. If the threshold is not met, then you would just skip over that iteration of your CFHTTP call. I don't mean a file log or a database log, but something implemented in the application or even request scope depending on your implementation. There is no way to throttle CFHTTP itself. It is basically a very simplistic wrapper around a Java HTTP library which then goes straight to the underlying operating system.
If you're limiting concurrent requests, then first part of this answer applies. If you're looking to limit the number of requests per second, then the bit at the end applies. The question kind of asks both things.
If I understand correctly, you've got a number of threads (either as requests CF is processing or threads CF has created itself) which all need to make calls to the same rate-limited domain. What you need is a central way of co-ordinating access, combined with a nice way of controlling program execution.
I don't know of any native limits that CF might support (I'd be happy to be proven wrong) so you're likely to have to implement your own. The cheap'n'nasty way to do this is to increment and decrement a allowed_conenctions variable in a long-lived scope such as appliation. The downsides are that you have to implement checking all over the place and that if there are no spare connections, you'll have to wait somehow.
Really what you have is a resource pool (of allowed HTTP connections) and I'm guessing that you want your code to wait until a connection is free. CF does this kind of thing already for database connections.
In your case, there isn't really a need to keep anything in a pool (as HTTP connections aren't long-lived), other than a permit to use the resource. Java provides a class which ought to provide what you're after, the Semaphore.
I've not tried it but in theory, something like the snippet below ought to work:
//Application.cfc:onApplicationStart()
application.http_pool = CreateObject("java","java.util.concurrent.Semaphore").init(3)
//Meanwhile, elsewhere in your code
application.http_pool.acquire()
//Make my HTTP call
application.http_pool.release()
You could even wrap the HTTP object to provide this functionality without having to use the acquire/release each time, which would make it more reliable.
EDIT
It you're looking to limit rates, look at guava's RateLimiter which has the same general interface as Semaphore above, but implements rate limiting for you. You'd need to add guava to ColdFusion's classpath, or use JavaLoader or use CF10 which has classloading facilities built-in.

Using boost asio for pub/sub style tcp messaging in a game loop

I have been reading through the boost asio documentation for a couple of hours now, and while I think the documentation is really great, I am still left a bit confused on how to implement the system that I need.
I have to stream info, from a game engine, to a list of computers over tcp. One snag is that, unlike traditional pub/sub, the computer that does the distribution of info is actually the computer that has to connect to the subscribers as well (instead of the subscribers registering with the publisher). This is done via a config file - a list of ip's/ports along with the data that they each require. The subscribers listen, but do not know the ip of the publisher. (As a side note, I'm quite new to network programming, so maybe I'm missing something .. but it's strange that I do not find much information regarding this style of "inverted" client-server model..)
I am looking for suggestions for the implementation of such a system using boost asio. Of course I have to integrate the networking into an already existing engine, so with regards to that:
What would be a good way to handle messages being sent to multiple computers every frame? Use async_write, call io_service.run and then reset every frame? Would having io_service.run have its own thread be better? Or should I just use threads and use blocking writes?
I found a thread which deals with part of my question: using io_service within a game loop -Boost::Asio : io_service.run() vs poll() or how do I integrate boost::asio in mainloop. I will try a few things and post a more definite answer if I do find a good solution.

Boost::asio udp socket - how should I use the API to allow cancellation of reads?

I am using boost::asio::ip::udp::socket to communicate. I use socket.receive_from(...) to receive messages from clients. This is working fine for now, but I want to be able to shut down my server. Right now I am calling receive_from in a while-loop, which depends on a bool condition which I can set. However, this is pretty useless if I cannot force the thread to exit receive_from at regular intervals or at a certain call.
Is this even possible? I have tried googling, but found no clear answer. I have tried using socket.cancel() but this seems to have no effect.
Am I using the socket in the correct way?
There's no good way to do what you want using the synchronous receive_from method. You should use the asynchronous async_receive_from method if you desire timeouts and cancelability. There's a ticket on the Boost.Asio trac website describing this.
I answered a similar question recently that you might find useful as well.

XMLRPCPP asynchronously handling multiple calls?

I have a remote server which handles various different commands, one of which is an event fetching method.
The event fetch returns right away if there is 1 or more events listed in the queue ready for processing. If the event queue is empty, this method does not return until a timeout of a few seconds. This way I don't run into any HTTP/socket timeouts. The moment an event becomes available, the method returns right away. This way the client only ever makes connections to the server, and the server does not have to make any connections to the client.
This event mechanism works nicely. I'm using the boost library to handle queues, event notifications, etc.
Here's the problem. While the server is holding back on returning from the event fetch method, during that time, I can't issue any other commands.
In the source code, XmlRpcDispatch.cpp, I'm seeing in the "work" method, a simple loop that uses a blocking call to "select".
Seems like while the handling of a method is busy, no other requests are processed.
Question: am I not seeing something and can XmlRpcpp (xmlrpc++) handle multiple requests asynchronously? Does anyone know of a better xmlrpc library for C++? I don't suppose the Boost library has a component that lets me issue remote commands?
I actually don't care about the XML or over-HTTP feature. I simply need to issue (asynchronous) commands over TCP in any shape or form?
I look forward to any input anyone might offer.
I had some problems with XMLRPC also, and investigated many solutions like GSoap and XMLRPC++, but in the end I gave up and wrote the whole HTTP+XMLRPC from scratch using Boost.ASIO and TinyXML++ (later I swaped TinyXML to expat). It wasn't really that much work; I did it myself in about a week, starting from scratch and ending up with many RPC calls fully implemented.
Boost.ASIO gave great results. It is, as its name says, totally async, and with excellent performance with little overhead, which to me was very important because it was running in an embedded environment (MIPS).
Later, and this might be your case, I changed XML to Google's Protocol-buffers, and was even happier. Its API, as well as its message containers, are all type safe (i.e. you send an int and a float, and it never gets converted to string and back, as is the case with XML), and once you get the hang of it, which doesn't take very long, its very productive solution.
My recomendation: if you can ditch XML, go with Boost.ASIO + ProtobufIf you need XML: Boost.ASIO + Expat
Doing this stuff from scratch is really worth it.